#define POSITION
#define TANGENT
#define NORMAL

#define COLOR
#define COLOR0
#define COLOR1
#define COLOR2
#define COLOR3
#define TEXCOORD0
#define TEXCOORD1
#define TEXCOORD2
#define TEXCOORD3
#define TEXCOORD4

struct float4
{
	union{
		struct
		{
			float x,y,z,w;
		};
		struct
		{
			float r,g,b,a;
		};
	};
};

struct float2x4
{

};

struct float3x4
{

};

struct float4x4
{

};



#define HAS_TANGENTSPACE 1
#define VDEPTHONLY 1

#define VALPHA_TEST			// material is alphatest
#define VTRANSPARENT		// material is transparent
#define VLIGHTMAP			// material has light map

#define MESH_TEXCOORD_MODIFY 1

#define WIREFRAME 0

#define VPASS_AMBIENT 1
#define VPASS_DEPTHONLY 1
#define VPASS_ZPASS	1
#define VPASS_SHADOWGEN 1


#define VSG_USE_DEPTH_TEXTURE 1			// use hardware shadow map, output shadow to depth texture , no pixel shader.
#define VSG_RT_CUBEMAP 1				// render shadow to cubemap render texture.



#define OMNI_SPECULAR
